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path: root/cmds/bootanimation/bootanimation_main.cpp
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Diffstat (limited to 'cmds/bootanimation/bootanimation_main.cpp')
-rw-r--r--cmds/bootanimation/bootanimation_main.cpp111
1 files changed, 1 insertions, 110 deletions
diff --git a/cmds/bootanimation/bootanimation_main.cpp b/cmds/bootanimation/bootanimation_main.cpp
index 8501982d071c..a52a5e92a840 100644
--- a/cmds/bootanimation/bootanimation_main.cpp
+++ b/cmds/bootanimation/bootanimation_main.cpp
@@ -26,8 +26,6 @@
#include <sys/resource.h>
#include <utils/Log.h>
#include <utils/SystemClock.h>
-#include <utils/threads.h>
-#include <android-base/properties.h>
#include "BootAnimation.h"
#include "BootAnimationUtil.h"
@@ -35,113 +33,6 @@
using namespace android;
-// ---------------------------------------------------------------------------
-
-namespace {
-
-// Create a typedef for readability.
-typedef android::BootAnimation::Animation Animation;
-
-static const char PLAY_SOUND_PROP_NAME[] = "persist.sys.bootanim.play_sound";
-static const char BOOT_COMPLETED_PROP_NAME[] = "sys.boot_completed";
-static const char POWER_CTL_PROP_NAME[] = "sys.powerctl";
-static const char BOOTREASON_PROP_NAME[] = "ro.boot.bootreason";
-static const std::vector<std::string> PLAY_SOUND_BOOTREASON_BLACKLIST {
- "kernel_panic",
- "Panic",
- "Watchdog",
-};
-
-class InitAudioThread : public Thread {
-public:
- InitAudioThread(uint8_t* exampleAudioData, int exampleAudioLength)
- : Thread(false),
- mExampleAudioData(exampleAudioData),
- mExampleAudioLength(exampleAudioLength) {}
-private:
- virtual bool threadLoop() {
- audioplay::create(mExampleAudioData, mExampleAudioLength);
- // Exit immediately
- return false;
- }
-
- uint8_t* mExampleAudioData;
- int mExampleAudioLength;
-};
-
-bool playSoundsAllowed() {
- // Only play sounds for system boots, not runtime restarts.
- if (android::base::GetBoolProperty(BOOT_COMPLETED_PROP_NAME, false)) {
- return false;
- }
- // no audio while shutting down
- if (!android::base::GetProperty(POWER_CTL_PROP_NAME, "").empty()) {
- return false;
- }
- // Read the system property to see if we should play the sound.
- // If it's not present, default to allowed.
- if (!property_get_bool(PLAY_SOUND_PROP_NAME, 1)) {
- return false;
- }
-
- // Don't play sounds if this is a reboot due to an error.
- char bootreason[PROPERTY_VALUE_MAX];
- if (property_get(BOOTREASON_PROP_NAME, bootreason, nullptr) > 0) {
- for (const auto& str : PLAY_SOUND_BOOTREASON_BLACKLIST) {
- if (strcasecmp(str.c_str(), bootreason) == 0) {
- return false;
- }
- }
- }
- return true;
-}
-
-class AudioAnimationCallbacks : public android::BootAnimation::Callbacks {
-public:
- void init(const Vector<Animation::Part>& parts) override {
- const Animation::Part* partWithAudio = nullptr;
- for (const Animation::Part& part : parts) {
- if (part.audioData != nullptr) {
- partWithAudio = &part;
- }
- }
-
- if (partWithAudio == nullptr) {
- return;
- }
-
- ALOGD("found audio.wav, creating playback engine");
- initAudioThread = new InitAudioThread(partWithAudio->audioData,
- partWithAudio->audioLength);
- initAudioThread->run("BootAnimation::InitAudioThread", PRIORITY_NORMAL);
- };
-
- void playPart(int partNumber, const Animation::Part& part, int playNumber) override {
- // only play audio file the first time we animate the part
- if (playNumber == 0 && part.audioData && playSoundsAllowed()) {
- ALOGD("playing clip for part%d, size=%d",
- partNumber, part.audioLength);
- // Block until the audio engine is finished initializing.
- if (initAudioThread != nullptr) {
- initAudioThread->join();
- }
- audioplay::playClip(part.audioData, part.audioLength);
- }
- };
-
- void shutdown() override {
- // we've finally played everything we're going to play
- audioplay::setPlaying(false);
- audioplay::destroy();
- };
-
-private:
- sp<InitAudioThread> initAudioThread = nullptr;
-};
-
-} // namespace
-
-
int main()
{
setpriority(PRIO_PROCESS, 0, ANDROID_PRIORITY_DISPLAY);
@@ -156,7 +47,7 @@ int main()
waitForSurfaceFlinger();
// create the boot animation object
- sp<BootAnimation> boot = new BootAnimation(new AudioAnimationCallbacks());
+ sp<BootAnimation> boot = new BootAnimation(audioplay::createAnimationCallbacks());
ALOGV("Boot animation set up. Joining pool.");
IPCThreadState::self()->joinThreadPool();